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Returning 35 results for 'study of reach draw variant'.
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story of race drawn variant
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Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Magic Items
Dungeon Master’s Guide
magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
card.
Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature
Monsters
Monster Manual
the Riddle.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction
15 Intelligence saving throw or that action is wasted. The cursed target can take a Study action to make a DC 15 Intelligence check, solving the riddle and ending the curse on a success. The curse ends
Monsters
Heroes of the Borderlands
", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 3 (1d6
Pike"}, reach 10 ft. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2", "rollType":"damage", "rollAction":"Bone Pike", "rollDamageType":"Piercing"} Piercing damage.
Poison Spit. Ranged Attack Roll: +4
Monsters
Eberron: Forge of the Artificer
Multiattack. The knight makes two attacks, using Flail or Javelin in any combination.
Flail. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Multiattack"}, reach
knight’s next turn.
Javelin. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 6 (1d6 + 3);{"diceNotation
Monsters
Heroes of the Borderlands
Quick Disguise. Jacko spends 1 minute to disguise himself as a different Humanoid of approximately his height and weight. While Jacko is disguised, a creature that takes the Study action to inspect
Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage
Monsters
Forgotten Realms: Adventures in Faerûn
":"Abyssal Burst"}, reach 5 ft. or range 120 ft. Hit: 21 (4d8 + 3);{"diceNotation":"4d8+3", "rollType":"damage", "rollAction":"Abyssal Burst", "rollDamageType":"Poison"} Poison damage.
Spellcasting. The
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Mage Armor (included in AC), Mage Hand, Minor Illusion
1/Day: Summon Fiend (demon only)Some drow pursue arcane study
Monsters
Forgotten Realms: Adventures in Faerûn
Rend. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Rend
over time.
A spirit dragon’s primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Rend"}, reach 10 ft. Hit: 18 (2d10 + 7);{"diceNotation":"2d10+7", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 18 (4d8);{"diceNotation":"4d8
.
History
Sammaster was a keenly intelligent wizard born centuries ago. A quick study throughout his itinerant apprenticeship, Sammaster primarily studied magic relating to dragons. After learning all
Monsters
Forgotten Realms: Adventures in Faerûn
":"Rend"}, reach 10 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType
a bygone age, and so as they grow and mature, they develop an erratic control over time.
A spirit dragon’s primary motivation is to unearth and study the ruins of the ancient realm from which
Monsters
Forgotten Realms: Adventures in Faerûn
Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Eldritch Burst"}, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage
", "rollAction":"Eldritch Burst", "rollDamageType":"Force"} Force damage.
Paralyzing Touch. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Paralyzing Touch"}, reach 5 ft
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 15 (2d8
spirit dragon’s primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep
Monsters
Forgotten Realms: Adventures in Faerûn
":"1d20+13", "rollType":"to hit", "rollAction":"Corrosive Burst"}, reach 5 ft. or range 120 ft. Hit: 38 (5d12 + 6) Acid;{"diceNotation":"5d12+6", "rollType":"damage", "rollAction":"Corrosive Burst (Acid
).
Paralyzing Touch. Melee Attack Roll: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Paralyzing Touch"}, reach 5 ft. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and
Monsters
Strixhaven: A Curriculum of Chaos
Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as
Multiattack. The pledgemage makes two Scroll Bash attacks.
Scroll Bash. Melee Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Scroll Bash"} to hit, reach 30 ft., one
Monsters
Strixhaven: A Curriculum of Chaos
College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern.
, reach 30 ft., one target. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Spectral Scroll", "rollDamageType":"force"} force damage. If the target is a creature, it must
Monsters
Strixhaven: A Curriculum of Chaos
, reach 30 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Repelling Burst", "rollDamageType":"force"} force damage. If the target is a Large or smaller
using the spell’s spellcasting ability, or the spell fails and is wasted.Lorehold’s professors of order search for evidence of patterns and predictable outcomes in history. They study the
Monsters
Strixhaven: A Curriculum of Chaos
Scroll Bash. Melee Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Scroll Bash"} to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2", "rollType
new roll.Deep in crumbling ruins and piles of dusty scrolls, Lorehold students—first as apprentices and then as Lorehold pledgemage;pledgemages—study the magic of the past, searching for
Eldritch Knight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They
focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many
Species
Eberron: Rising from the Last War
bearer to draw connections and interpret clues others might miss. By actively drawing on its powers, the bearer can detect poisons and study the energies of magic.
House Medani
Leader: Baron Trelib
Magic Items
Lost Laboratory of Kwalish
bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able
to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
three Death Lance attacks.
Death Lance. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Death Lance"} to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5
.
Variant: Demon Summoning
Drow Inquisitor (Summoner Variant);Variant: Demon Summoning
Some drow inquisitors have an action that allows them to summon a yochlol.
Summon Demon (1/Day). The drow
classes
Forgotten Realms: Heroes of Faerûn
Unearth Secrets and Master the Mind
The Knowledge Domain values learning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret
draw on the power of the Knowledge Domain.
Gods of knowledge vary from masters of arcane magic to patrons of craft and invention. In Faerûn, Clerics of the Knowledge Domain worship deities of learning and ingenuity such as Oghma and Gond, among many others.
Mage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Monsters
Fizban's Treasury of Dragons
Multiattack. The animated breath makes two Slam attacks.
Slam. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 13 (2d8
","rollDamageType":"cold"} cold damage.A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic
Monsters
Infernal Machine Rebuild
attack with one use of Fling.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8
can escape from the corpse using 10 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Tentacle"} to hit, reach 20 ft., one
Monsters
Waterdeep: Dungeon of the Mad Mage
or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Monsters
Waterdeep: Dungeon of the Mad Mage
or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"to hit", "rollAction":"Shadow Sword"} to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5);{"diceNotation":"7d6+5", "rollType":"damage", "rollAction":"Shadow Sword
-forming in the Abyss, siphoning its essence into themselves.
drow shadowblade (summoner variant);Variant: Demon Summoning
Some drow shadowblades have an action that allows them to summon a demon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Taskmaster Whip"} to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Taskmaster Whip", "rollDamageType":"slashing"} slashing
them into legions.
Amnizu (Summoner Variant);Variant: Devil Summoning
Some amnizus have an action that allows them to summon other devils:
Summon Devil (1/Day). The amnizu summons 2d4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant: Grung Poison&rdquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant
Magic Items
Acquisitions Incorporated
you really don’t want to know about, there is no chance for the spell to end.
That Thing You Need
At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15
Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3);{"diceNotation":"4d10+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"necrotic"} necrotic damage.
Spellcasting. The
", "rollAction":"Grim Harvest"} hit points.Necromancers study the interaction of life, death, and undeath. Some necromancers dig up or purchase corpses to create Undead servitors. A few instead use their
Monsters
Waterdeep: Dragon Heist
Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while